Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

Mission Type - Recon

Sisters of BattleWitch-Hunters

HQ: 246
Elites: 242
Troops: 955
Fast Attack: 0
Heavy Support: 405

Canoness:
Blessed Weapon; Book of St. Lucius; Cloak of St. Aspira; Jump Pack; Litanies of Faith; Mantle of Ophelia; Melta Bombs

Canoness: (Joins a sister squad)
Bolt Pistol; Power Weapon; Book of St. Lucius; Cloak of St. Aspira

Strategy:
If you don't understand sisters... well, they're complicated. Don't just think of them as weaker marines. Faith is what keeps this list alive. 10 sister units and imagifers means that the spirit of the martyr tends to be successful especially as squads take casualties. It's usually easy to tell at the beginning of a phase when a unit is in danger of taking huge amounts of casualties, so faith can be employed to protect those squads.

Sisters set up in front of the exorcists and march towards their enemies. DC Assassins try to slip through cover toward the enemy and tend to get there at about the same time the sisters are at point blank range with their guns. Callidus not only uses a word in your ear to put a valuable enemy tank in the firing range of the exorcists, but also shows up in close combat with one of the enemy's devastator/broadside type squads. Exorcists pound away at the enemy's tanks or other oppurtunistic targets. The inquisitor walks among the sisters, targetting anything that has invulnerable saves, like eldar seers and turboboosting bikes (whose save "becomes" invulnerable, allowing it to be ignored by the scourging, though I've no idea why).
(Editors note - Used with permission by TheWamp)
There's 5 abilities, each eats up a faith point. For all you roll 2d6 (3d6 and pick the best two with imagifer) and check vs the squad size. For the first two, you have to roll under the squad size, for the last 3, you have to roll over. In the case of an Independant Character, she simply makes a Leadership check. Whenever you lose a faithful unit (say a veteran sister superior), you gain (a second time) the amount of faith that they originally contributed. Powers are shared among the squad of the faithful unit.

the abilities are:
1. +2 strength, strike last for the cc phase
2. on a 6 to wound, AP1 or power weapon as appropriate for the phase
3. +2 initiative (can't be used with the first one) for the phase
4. fearless for a turn
5. save becomes invulnerable (is activated at the beginning of any cc or the enemy's shooting phase) for a phase

They can infiltrate, allowing them to draw lines of sight to the exorstits, and can infiltrate onto cover.

The raptors and the demon lord can quickly get into asault with the sisters, first turn probably, since infiltrating 12 inches behind cover, then jumping over, and assaulting...

This would be devastating to the sisters, since they have a tough time fighting MEQs in CC anyway, with there squads large when they charge, it will be hard for them to pass there most vauable faith point tests, allowing further destution by the chaos dudes.

The assains flamer isnt very good against chaos marines, needs 5+ to wound, base LD 9.

Nore is CC very safe, almost every squad has a powerfist.

The mission is recon, so i believe getting into the enemies deployment zone is important.

The raptors do a great job of that, and since the two chaos marine troop squads look like they are geared for CC they will probably be spending most of there time in the enemy deployment zone.
alpha legion

The canoness and the callidus can easily hold up 2 squads, probably defeat them, and that'll slow and split the army. Or, alternately, the callidus can murder the obliterators

The shooting of the AL isn't very effective with the exception of the obliterators and that third squad of havocs. The obliterators will DIE, very fast, to exorcists, and the other 2 squads can easily be tied up in cc.

After that, it's a struggle, but I think faith, death cult assassins (who do nothing on their own, but AMAZING amount of damage, swaying fights).

Plus, the sisters have this nice little advantage with all those meltaguns that the AL carry. Either the AL can fire them, allowing the sisters almost definite invulnerable saves in cc, or, well, not shoot them allowing the meltaguns to be entire useless. Either way, a plus for the sisters.

Finally, the sisters can feint. They can put (random example) the death cult assassins at the front of the deployment zone and then move them back turn one (or rush them forward on their own, whatever. That forces the enemy to deploy farther back, and allows the sisters a good 2-3 turns of shooting before the enemy's on top of them.

Plus, with army's this slow, you get to see the benifit of flamers that pierce armor 1/6 of the time, backed up by rapid firing bolters that do the same...

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I dont think the calidus has enough attacks to do that, if she even could. She hits on 3s, but wounds on 5s, with a 5+ invunerable save.

flamer VS LD 9 obilt, 3 hits, 1 wound. (does it chaos instant death? also does it ignore invunerable saves?) Well it can only kill a maxium of one, then in CC. The assain charges, 4 attacks, 2.67 hits, .88 wounds, .59 wounded. So that still leaves two obilterators to strike.

My understanding of the calidus is she uses the hit and run speical rules, so the obilterators would murder her before she could get away.

I could be wrong on all this, but i dont think shes as powerful as some say.

Plus, the sisters have this nice little advantage with all those meltaguns that the AL carry. Either the AL can fire them, allowing the sisters almost definite invulnerable saves in cc, or, well, not shoot them allowing the meltaguns to be entire useless. Either way, a plus for the sisters.

I think the sisters must test before the shooting phase starts, so a 10 man squad would have poor odds of getting the power.

The obliterators will DIE, very fast, to exorcists, and the other 2 squads can easily be tied up in cc.

In a mission like this, the Obliterators would Deep Strike. The Exorcists would be dead long before they arrived to Tank Hunting Autocannons, 4x Meltas, 4x Tank Hunting Missile Launchers, and a Lascannon to boot. They'll be lucky to survive even a single round.

Originally Posted by TheWamp

Plus, with army's this slow, you get to see the benifit of flamers that pierce armor 1/6 of the time, backed up by rapid firing bolters that do the same...

And if they're blowing faith on trying to get the psuedo-rending effect, then they'll be out of faith fast. All five units pulling that off on the same turn blows half of their faith in one go. Not to mention how much of a faith sink the Cannoness is.

Faith is a huge benefit, I'll grant you - but relying upon it to carry your army is destined to get you killed.

In a mission like this, the Obliterators would Deep Strike. The Exorcists would be dead long before they arrived to Tank Hunting Autocannons, 4x Meltas, 4x Tank Hunting Missile Launchers, and a Lascannon to boot. They'll be lucky to survive even a single round.

And if they're blowing faith on trying to get the psuedo-rending effect, then they'll be out of faith fast. All five units pulling that off on the same turn blows half of their faith in one go. Not to mention how much of a faith sink the Cannoness is.

Faith is a huge benefit, I'll grant you - but relying upon it to carry your army is destined to get you killed.[/COLOR]

Honestly, if they are going to be deepstriking, they're going to want to be in cc, since in this battle, cc is going to be huge. Now, if all of those weapons have los and range, there's an okay chance the exorcists will bite it:

Keep in mind, this is perfect circumstances, and the assumption that LoS has no issues. Even assuming all that, 1 exorcist dies and 1 has a weapon destroyed or dies, on average.
Since they start in cover, this means that on the turn immediately after they take this damage, the callidus has a 1/2 chance of arriving, and either of those shooty squads could be charged by the canoness.

Then, the surviving exorcist might have to take a turn to recover from being shaken or something, but soon afterward, it's back in the fight and can quite easily hurt those obliterators, though that certainly isn't as effective as 3 exorcists. Oh and that exorcist that probably lost its gun but survived? If the AL don't waste fire on it, it'd make a great roadblock.

As far as faith goes, you're right. However, I was merely outlining ways in which it could be used, not saying that every squad should use it every turn. And with 18 possible uses of faith, this army could use quite a bit of it.

I dont think the calidus has enough attacks to do that, if she even could. She hits on 3s, but wounds on 5s, with a 5+ invunerable save.

She ignores invulnerable saves, in cc. Just so you know.

Sorry for the lengthy post. I'm bored so I write too much.

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-they beat the witch hunters in CC with their better stats and abundance of powerfists/weapons, as well as their eccelent lord.

Procrastination- hard work often pays off over time, but laziness always pays off now.
Indifference- it takes 43 muscles to frown, and 17 to smile, but none to just sit there with a dumb look on your face.

The fact that the mission calls for an advance helps the alpha legion insurmountably. The obliterators can sit back and fire into the oncomers, or can nail the Excorcists very quickly.

The Which Hunters can use that crazy AP1 in combat thing when they get there, but ultimately thats not gonna be enough. They need a much greater prayer than that to bring down the number of Space Marines in combat with them.

I think the assasin won't do as good as it needs to in order to sway the battle.